Brewed from the talents of the finest senile wizards, the magic of chaotic absurdity now comes to the player at such a low price! It's mainly a tool used for adding quirks and perks to give the player's characters a little more character!

The goal was to make magical effects that neither help or improve the Character, nor majorly stunt the player's ability to play.

Market Price: 30 gp

Each grog can at max have 4 effects. If the Character gets the same effect, the effect is canceled. Character cannot have the same effect twice in each individual grog.

Grog of Substantial Whimsy

D%

Effects

1

Character suddenly remembers that they've been lying about who they are the whole time, and are actually someone else entirely.

2

Character can cast a random cantrip spell at will.

3

Character can Wish the death of one being, but will also die.

4

Character can access their brain by unscrewing the top of their skull.

5

Character's mouth lets out light, illuminating 5 ft. in front of the Character whenever it's open.

6

Character is unknowingly inducted into a secret society.

7

Character can speak with domestic fowl, but they tend to lie to them.

8

Character sees dead people who bother them a lot.

9

Character’s party learns the 5 minute ritual to summon the character. (Just a pentagram, nothing fancy)

10

Roll again, effect behaves like an STI.

11

Character can summon a demon, but only has a 10% chance of controlling it. (Demons notoriously hate anyone who summons them)

12

Character can resurrect once per year.

13

Character forgets how to read and write. But will also be able to cast read magic at will.

14

Character becomes a dragon in a human form with the same stats as they had before, but has forgotten how to polymorph.

15

Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)

16

Character can concentrate to have background music play for them. (DC 15) concentration, 1d20 rounds.

17

Character thinks magic is actually impossible, and won't accept it. Refers to it as "witchcraft" and "nonsense"

18

Character loses 1d2 feet in height, their clothes & armor amazingly still fit.

19

Character is now much more comfortable around the (un)dead than the living.

20

Any casted magic that affects the Character causes them to be soaked in lamp oil.

21

The next sword that hits the Character receives a permanent +1 bonus.

22

Character can no longer kill anything.

23

Character’s middle name becomes “Wonder Noodle” and must always say their full name when asked.

24

When Character is angry, their hair erupts into a cold flame.

25

Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.

26

Can exist comfortably in harsh environments for 10 minutes/day

27

Every week, the Character must sacrifice an enemy or gain a -1 penalty to all ability scores and saves, increasing by 1 every day that an enemy isn't sacrificed. A special sacrificial dagger appears in the Character's inventory and cannot be used for anything but a killing blow. It is also bound to the Character.

28

At the start of every encounter the Character must succeed a DC 10 Will save or roll for a new alignment.

29

Character’s organs will never fail, even if removed.

30

Roll again, the next living thing the Character touches also receives the effect.

Character seemingly ‘walks on air’ and is permanently 5 inches above all solid surfaces.

35

Character becomes pregnant. Does not matter what sex, if any, the Character is. 01-49% = boy, 50-98% girl, 99-100% other. Will be a clone of the Character & a normal nine month pregnancy. Morning sickness & severe mood swings apply as DM sees fit.

36

One of the Character's permanent effects or injuries are cured! If they don't have one, re-roll for one.

37

Character's bones turn to wood, and can live off sunlight. When they go up an age group, they go up a size category as well as receiving the penalties of aging.

38

Character can cast a random cantrip spell at will.

39

Can Rage 1/day (effect does not stack, roll again). Character turns green and extremely muscle-y. Character will rip through their armour making it worthless unless they get it repaired.

40

Character’s body becomes an orangutan. (no stat change)

41

Character forgets a random language.

42

Character realizes the meaning of life, but is unable to tell anyone else. They are also hunted by cults (and maybe gods) so that they won't even have the knowledge, or might have it extracted out of them.

43

Character sprouts a tree on their head. Extends lifespan x5000. Tree will grow until too heavy for person, enveloping them and taking root. Person will become immobile tree. Retains personality and speech.

44

Lung capacity enlarges harmlessly. Can hold breath for 20 minutes.

45

Roll for new god.

46

Character thinks "They" are after him. Whoever "They" are.

47

Character's face has the same properties as catnip. (A cat allergy may be included at DMs discretion)

48

Arcane markings (Explosive Runes) appear on skin permanently, cannot be removed even if the skin is.

49

Character falls madly in love with random party member. DC 25 to get over themselves, can only make save 1/month.

50

Character’s dreams are replaced with visions of drinking a particular drink in a particular tavern.

51

Character becomes aware of how to process opiates and meth.

52

Character's stomach now functions similarly to a bag of holding.

53

When the Character is asleep, their consciousness leaves their body in the shape of their favourite mundane animal to fuddle about.

54

Character's shadow does not do the same thing as the Character. It is the same size, and does not leave no matter what time of day.

55

Character is haunted by nightmares of a lost island that holds extraordinarily improbable animals.

56

Colourful bubbles come out of the Character's mouth instead of words, but the words come out of the bubbles when they pop. Cannot cast spells with verbal components.

57

Character's gender switches at night. Were-gender.

58

If the Character punches an ally, they forget who the Character is.

59

Character switches ears with the next race they come into contact with. (Ears will shrink/grow proportionally for all involved)

60

Any casted magic that affects the Character causes a wild surge.

61

Character can easily climb trees like a cat, or a monkey.

62

Character develops Thaumaphobia, an intense fear of magic.

63

Wave of force emits from Character, 1d4 damage in cone in direction Character faces.

64

Character's age fluctuates ± 20 years each day.

65

Character's breath is a light flurry of snow.

66

Character cannot exit through the same way they entered.

67

Character can cast a random cantrip level spell at will.

68

Character lays an egg (regardless of gender). (What kind is DMs choice.)

69

Character no longer gives off any indication that they are alive (or undead). Is not detected by detect life or detect undead.

When the Character is teleported, they cannot take any gear (clothing and equipment) with them.

74

Character gains one time use of spell equal to Cha modifier. (Use modifier for DC)

75

Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.

76

Fireflies swarm the Character at night, and does not gain bonus for hiding in darkness. (No penalties either)

77

Character cannot enter a room without announcing their presence

78

Character can cast a random cantrip spell at will.

79

Character becomes soluble in rainfall. (Drinking liquids is harmless)

80

Character now owes their life to someone who won’t be born for centuries.

81

Character sprouts a 3 ft prehensile monkey tail.

82

Character perform any action without announcing their name.

83

Character does not age while asleep. Increase life span by 1/3.

84

Character teleports 1 mile; stone replica appears in their place.

85

Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)

86

Character's clothes change randomly when attacked. (Armour is not affected)

87

Character's breath becomes combustible.

88

Last creature killed by Character is reanimated, and hunts the Character.

89

Character becomes aware that at death, they are resurrected with opposite alignment.

90

Character becomes very talented at making whittled spoons.

91

Character realizes that the universe was born in a huge explosion. Is allowed to start religion.

92

Character can juggle anything they can lift.

93

Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever they get the chance, or an excuse.

94

Character cannot enter a building without being invited.

95

Deludes Character into believing the grog functions as indicated by a second die roll (no save).

96

Character no longer has muscles. (But can do everything without them.)

97

Everyday when the Character enters combat, Character's sweat becomes a minor water elemental. 3d6 rounds, 50% chance of being hostile. Dissipates at midnight.

98

Any liquid consumed now produces the effect of the grog to the Character.

99

Character explodes and dies, bwahahahaha. Will negates. (DC 10)

100

Character suddenly recalls a past life where they were a destitute beggar who died, with no one to miss them.

101

Character teleports to where they had visited 24 hours ago.

102

Character's touch brings wilting flowers back to life.

103

Character can cast Detect Stupid at will. (doing so might only detect the Character)

104

Character can become a mount.

105

Character becomes a dehydrated water salesmen. (just add water!) (3 sp per can)

106

Character grows cat ears, and gains a dislike of water. Character also likes fish.

107

Whenever the Character is struck with magic, the surrounding 50 ft area shifts as though it were the opposite time of day. (actual time does not change)

108

Character can expel bodily gasses as a free action from the pores of their skin, and conceal themselves within their 5 ft. square. No effect on any adjacent squares.

109

Character can explode at will, reducing HP to 0. Explosion deals 1 point of damage per hit point in a 20 ft. area. Each time reduces max HP by 2 and disintegrates any non magical possessions including armour and weapons.

110

Roll again, effect can be brewed into a magical potion. (Ingredients are DMs choice)

111

Moonlight makes the character look like a decomposing corpse.

112

Character's sneeze is now a gust of wind.

113

To Character, "Something pulls at your heart strings, you feel as though you need to give the next person you see all of your money."

Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)

116

Character sprouts a singing venus fly trap on their shoulder that sings when the Character is happy.

117

Casting spells now will always cause a wild surge.

118

Character gains a valve that has a coin slot attached to it. The Character can insert the valve anywhere, deposit the number of gp for a grog, and it will dispense it!

119

Doors that the Character opens sigh.

120

Whenever the Character is affected by any sort of magic, the fabled land-shark learns their current location.

121

Character gains memories of a past life of an insanely powerful epic wizard. Specifically when that epic wizard went to the future to (kill, maim, higher, talk to, have fun with, give an item to, warn, perform an action around, or spite) their future life (the Character) the next day.

122

A women walks up to the Character, and proclaims that she is the Character's wife (regardless of gender). (Children at DM's discretion.)

123

Whenever the Character sings, a wave expels out and fills the immediate 10 ft area with blossoming flowers, regardless of the Character's singing ability.

124

Character agrees with everything, even if it doesn't make sense, or is contradictory. Character’s personal beliefs are unaffected.

125

Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.

126

The Character slowly, painlessly, and inconveniently turns to stone from the fingers and toes inwards. 1 limb per minute turn to stone. Can be removed by a remove curse. (Or reversed with a stone to flesh.)

127

The Character suddenly becomes aware of a nearby dragon treasure horde, the only problem is that the dragon knows that the Character knows.

128

Character gains once per day use of spell equal to Cha modifier. (Use modifier for DC)

129

Character gains another personality that presents itself when the Character sleeps. (roll for alignment of other personality.)

130

Roll again, the next living thing the Character touches also receives the effect.

131

Character becomes a were-unicorn.

132

Character grows a beard, 2 ft long, permanent. If it's removed in anyway, it grows back overnight.

133

Character naturally attracts bears, 60% chance of being friendly, but will not fight for him.

Character becomes a rock and roll enthusiast, and always tries to get the nearest bard to play Freebird.

142

Character becomes a hermaphroditic version of their race. (if already so, re-roll.)

143

Whenever the Character is alone, they painfully transform into an strange bird-like thing. The Character instantaneously reverts to normal if another person or creature goes near them or sees them.

144

Character won't stop talking about the old days during the war. "You don't know man, you weren't there." "This reminds me of that one time, back in Nam..."

145

Character now worships a Norse god.

146

Character's mouth becomes a set of 4 tentacles 2 ft long.

147

Character has an intense need to narrate their actions/feelings and surroundings.

148

Character can communicate feelings through physical contact.

149

Character becomes a compulsive skinny dipper. Any water they swim in is treated as holy. (or evil, depending on alignment)

150

Character’s dreams are replaced with visions of killing someone they haven’t met yet.

151

Character becomes aware of a mundane object of their choice, and will only ever be comfortable with the object being around.

152

Whenever the Character falls more than 20 ft. they make a 6 foot whole in the ground in the shape of their body when they land. Falling damage applies normally.

153

Whenever the Character hears the laughter of children, they painfully transform into a troll, and revert when they’re struck.

154

Character knows the birthday of anyone they touch.

155

Character is haunted by the ghost of their childhood saber toothed walrus.

156

Roses replace the Character's hair. They grow at the normal rate of hair, and blossom when in season, giving the Character a temporary +1 to CHA.

157

Any fires set by the Character attract the undead like moths to a flame, whether they're friendly or not. (10% of being friendly)

158

Character grows a hairy tail, 3 ft long. Objects smaller than the Character’s hand can be stored in the tail.

159

Character appears to be an old black and white cartoon.

160

Any casted magic that affects the Character causes a wild surge.

161

Characters suffer from acute paranoia whenever they hear their name.

162

When Character strikes an enemy, they rotate 180 degrees, and are considered flatfooted the first time it happens.

163

Character finds a kitten in their pocket. The Character falls instantly in love with the kitten as though under a charm effect, no saves. Anyone who sees the kitten is distracted for 1d4 rounds, even if they've seen the kitten before. Afterwards, they make a DC 13 fortitude save or be distracted for another 1d4 rounds.

164

Character has eyes in the back of their head. Can only use one pair at a time.

165

Character apologizes profusely every time they attack and/or kill something. Will otherwise feel the same way about fighting as before the effect.

166

Character gains lycanthropy. (Were-wolf)

167

For the next 1d6 weeks, every time the Character removes any head gear, a large white rabbit appears from it. It is a normal rabbit. 01-50% Male, 51-100% Female. They will mate and produce offspring normally.

168

Character lays an egg (regardless of gender). (What kind is DMs choice.)

169

If the Character hears their name, they swap places with whoever said it.

170

Character gains a random language.

171

Character becomes severely prejudice against (DM's choice).

172

Everyone will only acknowledge the Character as a myth.

173

Character naturally attracts dire animals (DMs choice each time.) 50% of being friendly.

174

Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC)

175

Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.

176

Character's mouth no longer opens when they talk, but words and sounds still come out as normal.

177

Character becomes addicted to the last substance they consumed before the grog.

Character becomes the last surviving member of an endangered species. (That strangely enough has the exact same characteristics as the race they were before the grog, other than appearance)

182

Character hears 1d4 voices in their head.

183

Character grows another set of arms.

184

Character loses their physical depth, and becomes 2 dimensional. Character's surface is always facing the observer (even if there are multiple ones). Cannot slip into cracks, and does not gain any bonuses. Whatever Character holds also becomes 2 dimensional.

185

Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)

186

A hat appears on the Character's head. If it is removed, another hat appears under it. There can never be a point where the Character is not wearing a hat. Each hat can be sold for 3 cp.

187

Character's finger nails dispense magical ink, and can be used to scribe spells with.

188

Roll 1d12, at that time of day, the Character emits a powerful beam of light that has no effect other than alerting absolutely everything that can see it to your presence at that moment.

189

Character gains a D20 of Destiny, which the Character can consult at-will in-game.

190

Character becomes very talented at tomfoolery.

191

Character learns recipe of random meal, gains the ingredients to prepare it, and will not be satisfied until they make the meal in a decent kitchen.

192

Character gains +30 to balance when they are completely naked. If touched with anything (including rain) the effect is negated.

193

Any object that's less than 1 pound within 10 ft of the Character begins to orbit around them. When the Character moves more than 10 ft away from the original spot of the object, they stop and return to where they were.

The Character’s feet cannot smell, and gets occasionally complimented for it regardless of the situation. NPCs are unaware of any compliments they give.

196

Character is able to kill stones with birds.

197

Any food the Character cooks is able to speak.

198

Any liquid consumed now produces the effect of the grog to the Character.

199

Character's brain is bombarded by stupidity. Intelligence save DC 10 or the Character's head explodes. (If Character survives, they can tell terrible jokes as a swift action, and causes sentient creatures to make a DC 17 will save or be stuck 1d4/level rounds pondering how dumb it is. Creatures are considered staggered.)

200

Character suddenly recalls all of the circus training they received as a circus elephant in a past life.

201

Everytime Character snaps their fingers, a biscuit appears before them. It's a normal biscuit. Max 1d4/lvl biscuits per day.

202

Character grows an afro that can be used as a backpack.

203

Character cannot become non-magically dirty.

204

Character's presence boils any kind of eggs if within 30 ft, no matter what. (stay away from hens)

205

Character's hands and forearms are immune to acid.

206

Character can make a DC 23 will save to grow mustache out of sheer force of will.

207

Character's neck, arms, and legs become incorporeal, but their head, hands, feet and body do not.

Character's backpack disappears, and can just pull out items from behind their back, as long as they can carry it.

257

Character can use and throw vegetables to cast bolts of magic missile. Each vegetable is one bolt. (treated as spell, not thrown object)

258

Character switches eyes with the next creature with eyes they come into contact with. (Eyes will shrink/grow proportionally for all involved)

259

Character grows a second head that has a separate personality.

260

Any casted magic that affects the Character causes a wild surge.

261

Character can not exist any further away than 50 ft. of a random party member.

262

People with magic naturally distrust the Character.

263

Character's bones become unbreakeable. But will take damage normally.

264

Whenever the Character receives a critical with a weapon, the weapon breaks. (after taking damage)

265

Character's jaw splits in two, but can talk normally.

266

Character is only seen as a silhouette.

267

Every hour, Character has a 30% chance of falling asleep. Character can be woken up normally, or will otherwise sleep for 8 hours.

268

Character finds their own baby. (What kind is DMs choice.)

269

When the Character leaves the ground, they become twice as heavy. (Take twice as much fall damage)

270

Character gains a random language.

271

Character's palms and fingers become immune to fire.

272

It rains outdoors whenever the Character is sad.

273

Character passes out for 1d4 rounds whenever they cast/hit by a spell.

274

Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC)

275

Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.

276

If an insect comes in contact with a Character, it's size becomes the same size category of the Character, and it becomes dire.

277

The Character's eyes move together to become one big eye.

278

Character can cast a random cantrip spell at will.

279

Character gains a Tortoise mount.

280

Character recently took an inviolable vow but can’t quite remember it. (DMs choice)

281

Character becomes a were-human. (even if they're human, they turn into a different human)

282

You come down with a nasty infection from the Solanum disease. (Zombies!)

283

2d8 of Character's teeth turn to gold. Can be sold 2 gp each. (but must yank them out first)

284

Character believes everyone is an imposter of themselves.

285

Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)

286

Everything in the world becomes aware of who the Character is.

287

Character gains a prehensile tongue that can extend out 5 ft.

288

Character develops an intense fear of trees; they might be treants.

289

Character can run up walls and other flat surfaces, but if they stop or change direction, they will fall.

290

Character has a remarkable knack for teaching monkeys sign language.

291

Character gains sylvan as a language.

292

Whenever the Character witnesses a spell being casted, they must succeed a DC 10 + spell level Will save or roll for a new alignment.

293

Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever they get the chance, or an excuse.

294

Character can summon doors that when opened, lead to a random plane. They, however, cannot summon the doors when in a plane other than the material plane.

295

At the start of every encounter the Character must succeed a DC 10 Will save or roll for a new alignment.

296

Character's bones can be played like a xylophone.

297

Relatively shallow bodies of water split in a dry path whenever the Character walks through them.

298

Character enjoys a good meal of brains. They also gain very small memories from the brains they consume, and can make a Knowledge brains check (+10 normal DC) instead of any normal knowledge check.

299

Character's personal space collapses in on itself and implodes around the Character. Strength save DC 10 or Character is crushed. (If Character survives, Character can no longer be crushed by any circumstance.)

300

Character suddenly recalls a past life where they were a wizard’s familiar.

301

Character gives birth to a clutch of (DMs choice).

302

Character can increase the length of any hair by pulling on it.

303

Character becomes the central deity of a religious cult and gains followers. The cult can be based on anything the Character desires, (I.e. adventure, treasure, muffins...etc.)

304

Character is only nourished by alcohol. (All other foods make them vomit. Will become drunk as normal.)

305

Character's belly button can open to a 1 cubic foot pouch of holding.

306

Character's breath is always a visible smoke. (can fill a room over time)

307

Character can spend a full round action to succeed a DC 25 + HD of creature concentration check, to knock out one enemy.

308

Character is invincible to all magic, but only while asleep.

309

Character irrationally hates fungi. (stomps on them when they see them)

310

Roll again, effect can be alchemized into a salve. (Ingredients are DMs choice)

311

Character is knocked prone whenever they hear their name.

312

A doppelganger of the Character is instantly created 5 ft away from them. The creature pays its humble respect and wanders off to see the world.

313

Any shadow puppet the player makes becomes a harmless living shadow of whatever it was.

314

Whatever the Character says appears in words that float around their head for a little while.

315

Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)

316

Character loses 50 lbs.

317

Character can no longer answer a question truthfully.

318

Character will never remember their name.

319

Character’s pockets are now popular hangout spots for pocket gnomes.

320

Any casted magic that affects the Character causes birds to swoop down and groom them. (Like a crocodile)

321

Character's internal organs implode and compress into one super organ. Character looks only like skin and bones now. (is otherwise unaffected.)

Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.

326

Character will now age backwards. (from how old they are now.)

327

Character can no longer see a random party member

328

Character's hair stands straight up as if electrically charged. It frizzes and discharges electricity. Character's handshake is shocking and static electricity sparks appear on the Character's body now and then. (Harmless, but can get annoying to be around.)

329

Character can’t help but smile and quietly giggle to themselves at the misfortune of others.

330

Roll again, the next living thing the Character touches also receives the effect.

331

Character becomes irrationally prejudice of a random base race.

332

Everytime the Character levels up, they have a choice of switching to a different class of the new level.

333

Character becomes a were-badger.

334

Whenever the Character witnesses a spell being casted, they must succeed a DC 10 Will save or roll for a new alignment.

335

Within 5 ft of the Character is always 10 degrees hotter.

336

Character can whistle obnoxiously loudly.

337

When the Character snaps their fingers, a small scale resonance cascade occurs and summons an extra-planar creature (friendly or not) every hour for 1d4 days.

338

Character can cast a random cantrip spell at will.

339

Character's HP is instantly (and only) reduced to 1 if struck with an holy weapon, but is healed by unholy weapons.

340

Character’s body becomes a kangaroo. (no stat change)

341

Character has a grapevine constantly growing on them.

342

Gain Eyebeams, once per day use, 1d4 + lvl. Effect stacks

343

Character is permanently dressed in a pristine Tuxedo. (Can wear armor over it)

344

Character's blood becomes a flourescent light blue, and glows in the dark.

345

Character now worships an Egyptian god.

346

Character can fly by sticking their thumbs in their armpits and flapping very hard. (Can fly a distance equal to 5 ft./strength modifier with a DC of 10 and a cumulative +3 every time after until they have taken an extended rest.)

347

Everyone who first meets the character says, “I’m so sorry” in a very concerned tone, although is not aware of saying it. The character is also unaware of anything that would warrant this.

348

Character is no longer liked, nor hated by anyone. (a reset)

349

A random party member disappears and is replaced with a map to their location.

350

Character’s dreams are replaced with visions of being a wizard on the run from authorities, having discovered a terrible secret.

351

Character's ghost is always viewing the Character's own actions in the third person.

A permanent image of the Character is left where they are standing right now.

367

Character is infected with Porphyric Hemophelia. (Vampirism.)

368

Character lays an egg (regardless of gender). (What kind is DMs choice.)

369

If the Character pours water on the ground, it will become quicksand.

370

Character gains a random language.

371

Character sinks in ice as if it was quicksand.

372

Whenever the Character enters a building, gravity immediately reverses orientation for them.

373

Character's teeth become precious gems, and cannot be removed while the Character is alive.

374

Character only cries blood. (Harmless)

375

Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.

376

Character does not have to touch objects to pick them up, but he must be in reach.

377

Character becomes extremely heterophobic, but extraordinarily attractive to the opposite gender.

378

If the Character stares at someone, they are unable to look away.

379

Character only bleeds rainbows.

380

Character sprouts a small, flaming wick atop of their head that can’t be put out. It burns brighter when they’re angry.

381

Character constantly hears the playing of a guitar in the distance. (and could be drawn to it)

382

If the Character is planted, it will grow into a tree that bears small fetus fruits that mature into babies of clones of the Character.

383

A random party member becomes infatuated with the Character.

384

Character's hands are reversed. (Like a rakshassa)

385

Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)

386

Character can only scry using a bald scalp.

387

Whenever the Character is struck in combat, the weapon they were hit with combusts, dealing 1d4 force damage to anyone in 5 ft. and 1 point of continual fire damage for 1d4 rounds. The weapon does not break.

388

Character's skin gains full body leopard print tattoos.

389

All of the Character's debts are paid, and they must buy a grog to who ever is next to them. (and might proceed to sing drinking songs)

390

Character has a license for wild-geese chasing. (Ever been on a wild-goose chase?)

391

Character learns recipe of random meal, gains the ingredients to prepare it, and will not be satisfied until they make the meal in a decent kitchen.

392

Character has an extreme distaste for thieves and pirates.

393

The grog pours out of the Character's mouth back into the mug, refusing to be drank by the Character. (needs new potion)

394

Character's hair grows to touch the ground, and can be used as an arm.

395

Character is pulled into the earth where they were standing until only their head shows, and must be dug up.

396

Character does not sink in water.

397

Character's hair bears fruit during harvest season.

398

Character can become gaseous in direct sunlight. (Equipment can't)

399

Character's internal organs become extremely unstable and explode. Fort negates (DC 10) or the Character dies. (If Character survives, Character evolves past the need of their organs.)

400

Character suddenly recalls a past life that was fairly normal until it ended abruptly as a sacrifice to a dark god. (It must not have worked, so the cult might try again.)

401

Character's eyes become removable pearls, retain normal sight.

402

Character is no longer able to sit or lay down.

403

Character can swim up waterfalls.

404

Character can inscribe markings into stone with their fingers.

405

Character is poisoned. (DMs choice of poison)

406

Character's eye sockets become pitch black. Character can see normally.

407

Any facial hair the Character has becomes self-aware.

408

Character can animate their own shoes to dance, but not while they're being worn.

409

Any water drank by the Character is instantly purified.

410

Roll again, character becomes sick and the next effect becomes the main symptom. (DM may add any other symptoms as they like. 30% contagious to anyone who spends a day around the character)

411

Character becomes best friends with the current president of the United States.

412

Character ages 100 years, and has 100 years added on to their natural life span.

413

Character can walk on clouds. (Getting to them is a different problem)

414

Character must make a DC 19 Will save or become wracked with existential angst.

415

Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)

416

Character must make a DC 15 fortitude save, or gain a second personality.

417

Character's body is covered with fire like an everburning torch. (No harm to Character)

418

Character gains a voodoo doll of them self.

419

Character realizes they have died centuries ago, and doesn’t know how they’re here now.

420

Any casted magic that affects the Character causes a random limb to fall off. (Can be re-attached easily)

As long as the Character lives, a far off demon lord cannot return to life. (might be attacked by demon minions!)

442

Character knows the Wis score of any creature they encounter.

443

Any liquid the Character consumes becomes alcoholic. Character is also more immune to dehydration than most.

444

Character's skeleton removes itself from the Character's body without killing them, and runs away. It takes 24 hours for a new one to grow back. The skeleton is the same alignment as the Character, but has no desire to become friends with them.

Character moves and falls normally underwater, but only if completely submerged. (Character will still have to hold their breath.)

449

Character's skin becomes soot black.

450

Character’s dreams are replaced with visions of being a beautiful mermaid viciously devouring the bodies of sailors.

451

Character gains an aura of disagreement.

452

Character can impregnate any species. The offspring will be the impregnated species.

453

Character becomes best friends with the Grim Reaper. (They cannot ask for favors.)

454

Fruit sings if within 30 ft of the Character.

455

Whenever a Character enters a building for the first time, it will eject him forcefully.

456

Character becomes a were-tree.

457

Character is able to spell and scribe any word they hear in any alphabet. (Whether they understand it or not is a different matter)

458

Character can summon pillows at will, and they are extra fluffy. Character can summon at max one pillow per person in their party.

459

Character can swim in lava, but is still burned by normal/magical fire. If Character fails a swim check while in lava, they explode and melt horribly.

460

Any casted magic that affects the Character causes a wild surge.

461

Whenever the Character closes their eyes, they see the place where they used to live. It would be a shame if it burned down or something....hehehe...

462

Character can move statues as though they were opposable.

463

Character loses all hair on their body.

464

Character can read books by flipping through them.

465

Character is burned by the touch of the opposite gender.

466

Whatever the Character touches has to agree with them, but can still physically resist them.

467

Character is only nourished by the souls of who they slay. (All other foods make them vomit.)

468

Character lays an egg (regardless of gender). (What kind is DMs choice.)

469

Character tastes like chocolate.

470

Character gains a random language.

471

Any plant the Character plants will grow in one day, but will never blossom or bear fruits or vegetables until it normally would anyway.

472

Character attracts kobolds.

473

Character learns one mundane song that they can play on any instrument.

474

Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC)

475

Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.

476

Character can no longer use outhouses to go to the bathroom.

477

Character's soul cannot leave the material plane.

478

Character can cast a random cantrip spell at will.

479

Character's tears are acidic. The Character is not burned by them.

480

Character suffers intense pain whenever they enter a temple or church, regardless of the deity.

481

Character will possess whatever kills them for 1d8+lvl days.

482

The next enemy the Character meets will become friendly, but only to the Character.

483

Every fruit the Character touches turns to glass.

484

Character now has commitment issues.

485

Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)

486

Character will win every coin flip they do.

487

Character can bring anything they've killed back to life. It will become permanently hostile to the Character regardless. (Character cannot gain experience this way)

488

Any creature the Character kills evaporates. (Not equipment)

489

Any change in HP of the Character floats away as numbers when it happens.

490

Character is a champion pillow fighter. (but only with pillows)

491

Character's urine can revive plant life.

492

The Character is now burned by cold, and frostbitten by fire.

493

Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever they get the chance, or an excuse.

494

Character now speaks in bad action movie one-liners.

495

Character can crack open any kind of nut or seed in their hand.

496

Character's fingers grow twice as long.

497

Character can set water on fire.

498

Character's hair becomes porcupine quills.

499

If the Character fails a DC 10 Reflex save, every molecule in the Character's body is exploded at the speed of light in every direction. (If Character survives, Character becomes a huge power source for any electrical equipment, regardless if there is any.)

500

Character suddenly remembers a past life where they were a flightless bird that was experimented on, and criticized everything the experimenters did.

501

Character gives birth to a brood of (DMs choice).

502

Character glows a shade of gold in the presence of magic, and magical ore.

503

Characters eyes never close.

504

Character can use carrots as daggers.

505

Character's tongue becomes a harmless snake, and talk normally.

506

Character's urine is extremely acidic. (does not harm Character)

507

Character falls in love with the next enemy they see.

508

Everytime the Character whistles, an eagle will swoop down and land on the Character's shoulder, and stare at whatever the Character stares at. It leaves if the Character enters combat.

509

Character believes the next humanoid they see is their son and/or daughter and/or other.

Character gains a political committee designed to elect the Character to a fictional political office.

512

Character's skin turns red when it's hot, and blue when it's cold.

513

Character is haunted by the ghost of everything they slay.

514

It is always assumed that the Character killed their parents. (Whether or not it's true)

515

Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)

516

Character's pockets has an unending supply of Cuban cigars. Cannot be sold. (Only given away graciously)

517

Character is only able to enter rooms through dramatic actions.

518

Character attracts insects.

519

Character always appears to be riddled with bullet holes. (Does not bleed from holes)

520

Any casted magic that affects the Character causes an anvil to chain itself to the Character’s leg. (Break DC 17)

521

The next wild mundane animal the Character sees, becomes domesticated to the Character.

522

Character gains the profession Air Guitar skill. By strumming the air, the noises of a guitar are created. Character may attempt to dazzle and stun anyone within range of their voice with a wicked guitar solo as a full round action. Fortitude save DC 10 + Character's Air Guitar skill bonus.

523

Character can only hear their base language backwards.

524

Character's presence causes frost to form, but won't freeze anything.

525

Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.

526

Character gains a new hairstyle every day.

527

Character is attracted to them self.

528

Character grows fur on their entire body.

529

Character glows an eerie green for 3 seconds when their bellybuttons are pressed.

530

Roll again, the next living thing the Character touches also receives the effect.

531

Character can only communicate by saying their name over and over, and the party are the only ones who understand them. This includes past and future party members.

532

No matter what the Character says, anyone who hears them will think they are attempting to seduce them.

533

Character is intensely afraid of prostitutes.

534

Whenever the Character witnesses a spell being casted, they must succeed a DC 10 Will save or roll for a new alignment.

Character has a powerful urge to punt anything in the tiny size category or smaller.

542

Character gains opposable feet.

543

Character's sweat releases an eerie blue smoke.

544

Character's eyes become similar to an octopus, and can see underwater perfectly for 60 ft.

545

Character makes their own god up and worships it. (It also exists due to it being worshiped.)

546

Character gains were-obesity.

547

Character is no longer able to reproduce in any way.

548

Magical items are drawn to the Character like a powerful magnet and activate once they hit the Character. (Reflex DC 15 to avoid setting them off)

549

Character's nose glows blue when they pass near underground wells of water.

550

Character’s dreams are replaced with visions of being a virtuous ascetic nurse taking loving care of the sick, eventually dying of the sickness themselves.

551

Character has a 10% chance of impregnating any creature with a normal grapple.

552

Character becomes obsessively hygienic.

553

Character can digest bones.

554

Character grows animal horns. (DMs choice of moose, rams, etc.)

555

Any mount ridden by the Character suffers no fatigue while they ride it.

556

Character gains own shadow as familiar. (see shadow monster)

557

Character becomes chronically pooped on by anything that flies.

558

Character's nails fall off, and can be planted to grow any type of flower the Character wants. (Instantly)

559

Character can shoot spider webs out from their fingertips when outside of combat.

560

Any casted magic that affects the Character causes a wild surge.

561

Character gains a permanent pair of glasses.

562

Character can remove any curse, by only receiving it them self.

563

Character can melt non-magical ice with their touch. They do not give off any extra heat.

564

All liquids the Character consumes become caffeinated.

565

Character can make a DC 15 Concentration check to summon the nearest bird, friendly or not.

566

Character's feet becomes invincible, but they can still feel pain.

567

Character becomes physically attracted to weapons.

568

Character lays an egg (regardless of gender). (What kind is DMs choice.)

569

Character becomes feral when their food is at stake.

570

Character gains a random language.

571

Character gains antennae on their head.

572

When the Character is drunk, they can succeed a DC 17 fortitude save to release a stream of fire with a mighty burp. 10 ft line, 1d4 fire damage.

573

Character becomes physically attracted to mundane animals.

574

Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC)

575

Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.

576

Character is physically teleported to alternate planes in their sleep, but return to the material plane when they wake up.

577

Character harbors an extreme distaste for sailors.

578

Character can cast a random cantrip spell at will.

579

Character's voice of reason becomes an invincible squirrel that no one else can see.

580

Character grows a ponytail of feathers all the colour of the rainbow. It makes for wonderful plumage.

581

A bright round sphere looking object appears over the Character's head whenever they get an idea, or remember something.

582

The next enemy the Character meets becomes directly related to the Character, 40% chance of being friendly.

583

The entire party is pulled into the Character's dreams whenever the Character is asleep.

584

Character's hair becomes smoke.

585

Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)

586

Character's hair becomes a chicken that insists on sitting on their head. The chicken is immune to damage, and does not leave the Character's head.

587

Whenever it rains, the Character is always at the end of the rainbow.

588

Character can only communicate with cat noises. (Character can talk normally to any feline)

589

Character mistakes every woman they meet for the first time as their farming wife Charlotte.

590

Character is able to dig graves with surprising amounts of gusto.

591

Character can make a DC 15 Concentration check to summon the nearest bird, friendly or not.

592

The Character's evil twin from a parallel dimension materializes next to them.

593

Character gains a gambling addiction, and has magically bad luck.

594

Every night, an intelligent woodchuck appears to tell the Character stories as they fall asleep.

595

Character can use arrows without a bow. Instead they throw them. Use the stats of a short bow.

596

Vines grow over the Character whenever they're asleep.

597

Character permanently smells like a fresh ocean breeze. People might reminisce about their romantic experiences on beaches or boats.

598

Character's head becomes incorporeal. (Can speak normally)

599

A Boeing 747 commercial airliner crashes on the Character, and everyone needs to make a Reflex save DC 15 or be obliterated in the debris. (If the Character survives, they learn how to pilot airplanes! Too bad the only one just crashed. DMs Choice as to what the plane's cargo was.)

600

Character suddenly recalls a past life where they were an animal being worshiped in ancient times.

601

Only the top half of the Character is visible.

602

Character's touch leaves permanent black marks on any type of skin, except for their own. They also become great skin artists.

603

Character can grow herbs on themselves harmlessly.

604

Once per day, the Character can grant one mundane animal an INT score equal to their own, that goes away at midnight.

605

Character's hair grows 3x quicker now.

606

Character's fingers become a key ingredient to making a brew that can cure any and all diseases and poisons, magical or otherwise. Character is aware of the recipe. 1 finger per brew.

607

Character grows 1d4 extra fingers on both of their hands.

608

Character becomes homophobic, but becomes extraordinarily attractive to members of the same gender.

609

Character can swap places with one party member at-will.

610

Roll again, character gains the ability to cook the effect into a meal. (Ingredients are DMs choice)

611

Character finds a dagger in their boot. (A +1 Dagger of Substantial Importance!)

612

Character can only pee upon other people's legs.

613

The next enemy the Character attacks becomes their reoccurring arch enemy that will plot dastardly schemes to destroy the Character and take over the world!

614

Character's belly button can open to a 1 cubic foot pouch of holding.

615

Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)

616

Character learns the spell Teach Esperanto, which will automatically teach Esperanto to the subject. Can cast at-will.

617

Character gains an un-summonable glacier familiar.

618

Next profanity used by Character becomes a living, vile entity.

619

Any mundane creature the Character hugs becomes a plush doll version of itself for the duration the Character hugging it. (the animal cannot be harmed while plush)

620

Any casted magic that affects the Character causes it to snow in the immediate area.

Character’s dreams are replaced with visions of being an enormous force of pure evil slaughtering innocents.

651

Whenever the Character is struck, a mundane creature will appear in their clothing. (rabbits, snakes, birds, etc.)

652

Character is detected by Detect Undead.

653

Character is constantly mistaken for an extremely evil demon.

654

Wildlife brings the Character food periodically.

655

Character didn’t actually exist prior to drinking this grog.

656

Character's touch leaves permanent red blood splatter.

657

Character can hear the thoughts of a random party member.

658

Character has random manias of superb mathematical genius, but after 1d4 rounds, won't be able to understand what they had just said or done. During the mania, the Character's brain doubles harmlessly in size.

659

Character is a were-construct.

660

Any casted magic that affects the Character causes a wild surge.

661

Character's weapons are permanently bound to them.

662

An owlbear appears, runs toward the Character and hugs them for 1d4 rounds before disappearing. It automatically succeeds on its touch attack and all grapple checks. It attacks anyone who tries to harm the Character it is hugging. This happens at the same time everyday. Even if the bear is in combat, it will still disappear after 1d4 rounds.

663

Whenever the Character sleeps, a bed of cabbages grows under them over night.

664

It snows whenever the Character is sad.

665

When the Character snaps their fingers, a apple appears before them. It's a normal apple. Max 1d4/lvl per day.

666

A furious demon portal is opened up directly in front of the Character, and a monster of unspeakable horror named Howard suddenly sparks into existence.

667

Character can teleport from the bottom of any freshwater lake to the bottom of any other freshwater lake.

668

Character lays an egg (regardless of gender). (What kind is DMs choice.)

669

Character's jaw becomes removable.

670

Character gains a random language.

671

Character receives mail from a long distance significant other periodically by Marvin the Mailman. (He's a mailman)

672

Character is extremely prejudice against fruits and vegetables.

673

Character gains an Easter Island head familiar. When it's summoned, it sits there and creeps everyone out.

674

Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC)

675

Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.

676

Character can steal one prepared spell from grappled spell casters that doesn't exceed their Int modifier.

677

Character's thumb turns greens, and can cause plants to grow at a rapid rate, but cannot exceed their normal size.

678

Character can cast a random cantrip spell at will.

679

Character can remove their face like a mask.

680

Character’s heart will never stop beating, even if removed.

681

Character thinks any form of eating meat is a crime against nature.

682

Character's mouth is stuck in a permanent smile.

683

Character's right arm is interchangeable with any other creature's right arm. (Character can remove right arms harmlessly)

684

Character grows an extra finger and toe on each hand and foot. (No effect if Character lacks hands and feet.)

685

Roll again, the effect is twice as strong. (Twice as long, twice as much, etc.)

686

Character can speak the language of the next mundane animal they meet.

687

Character is able to shove their foot up any butt, regardless if it fits or not. It deals pride damage.

688

Character only requires sleep 1d8 hours of sleep a night. (Re-roll every night)

689

Anything the Character wears turns to wood permanently, but retains all stats.

690

Character has an unusually good talent for trout tickling. (May be illegal in some areas.)

691

Character knows the Int score of any creature they encounter.

692

Character can use a baguette as a longsword.

693

Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever they get the chance, or an excuse.

694

Character is no longer able to get drunk.

695

Character physically regresses to when they were a child, but retains all stats and abilities.

696

Character can snap their fingers together and produce sparks like flint and steel would.

697

Character gains a second heart, and is able to hold their breath for 5-6 minutes before suffocating.

698

Character disappears and is replaced with a map to their location.

699

Character spontaneously ages 10,000 years. Fort save DC 10 or the Character disintegrates. (Character reverts to normal health and stats before the potion, but is still 10,000 years older. Lifespan continues as normal.)

700

Character suddenly recalls a past life where they were a beautiful princess who lived an affluent, and uneventful life.

701

Character gives birth to a nest of (DMs choice).

702

Character gains insect like wings, and can fly. (poor)

703

Character gains 5 ft of height, but is not considered a size category larger. Stats don't change.

704

Character believes that all other races other than their own are aliens.

705

Character can use and throw fruit to cast bolts of magic missile. Each fruit is one bolt. (treated as spell, not thrown object)

706

Whenever the Character goes to the bathroom, small, harmless earthquakes hit the surrounding area.

707

Everytime the Character sneezes, an exact duplicate of themselves appears at least 20 ft away from the Character for 1d4 hours. Character must designate a mundane allergen that makes them sneeze. (Certain flowers, dust, mold, animals, etc.)

708

Character has a zipper on the front of their chest that they can unzip and show off the inside of their torso.

709

The next time the Character dies, they are resurrected as the race that killed them.

710

Roll again, effect can be bestowed through a ritual the character suddenly learns. (Material components are DMs choice)

711

Character's shadow smokes as if it's on fire. (Not good to stay in enclosed spaces)

712

Any statue resembling an animal that is within 30 ft of the Character is animated. If it goes beyond 30 ft, it ceases to be animated.

713

Character can use wildlife as weapons. (but will drop in alignment when they do)

714

Character only bleeds sand.

715

Roll again, the effect is twice as strong. (Twice as fast, twice as much, etc.)

Character's skin becomes translucent, and observers are able to see tiny fish swimming around inside of the Character.

719

Character gains a spirit animal that appears whenever the Character is within 15 ft of fire. (DM’s Choice)

720

Any casted magic that affects the Character causes plant life to over grow in the immediate area.

721

Character's tears turn into jellybeans.

722

All fire that burns within 30 ft. of the Character turns the colour of their choice.

723

Any object the Character successfully breaks bursts into flower petals.

724

Character gains 100 lbs.

725

Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.

726

Character knows the market value of any humanoid as a slave that they see.

727

Character attracts floating candles.

728

Character's eyes turn purple and gains an aura of purple. Anyone who is within 5 ft of the Character, including the Character, only sees in shades of purple.

729

Everytime the Character attacks a mundane animal, a second one appears next to it.

730

Roll again, the next living thing the Character touches also receives the effect.

731

Any fruit the Character touches becomes dried and preserved.

732

Character gains very dramatic looking battle scars and gains a +10 on all bluff checks if only relating to them.

733

Character becomes a ghost when they are in the rain.

734

Whenever the Character witnesses a spell being casted, they must succeed a DC 10 Will save or roll for a new alignment.

735

Character goes insane. They are convinced that they are nothing but constructs in a game played by unseen beings who determine their every move. They will babble incessantly about things like "stats" and "hit points". On the bright side, they gain an uncanny insight into the vulnerabilities and strengths of creatures they encounter. Effect lasts until the next time the Character sleeps. This experience stays with them forever.

736

Character gains 1d4 more eyes.

737

A talking rainbow unicorn offers to be the Character's steed. (Unicorn is Neutral Good)

738

Character can cast a random cantrip spell at will.

739

Whenever the Character is left alone in a building, the building burns down.

The souls of whoever the Character kills linger around them in the form of small heatless balls of purple-ish fire.

850

Character’s dreams are replaced with visions of being the last priest in a forgotten order.

851

Character gains a wombat for a mount.

852

Every time the Character is struck on the head with any force, they change to the opposite alignment.

853

Character releases extremely manly pheromones, regardless of gender.

854

Character's body hair is replaced with 3 leafed clovers. (Search check for a four leafed)

855

Character comes upon an invincible key that explodes anytime it is inserted into a lock.

856

Character no longer blinks, and always looks very angry. They only close when they're asleep.

857

Character can run across water, but if they stop or change direction, they sink.

858

Character's eyes are permanently covered with shadow, and are impossible to see under any light.

859

Character chooses an obscure food product. They become professionals in cooking it.

860

Any casted magic that affects the Character causes a wild surge.

861

Character can spawn a bag of marbles every day, that only they are able to touch. If Character loses the marbles, they take a -8 penalty to Int until they are collected, or a new bag is spawned. The bag disappears at the end of the day.

862

Character now has green, copper based blood.

863

Character does not cast a shadow.

864

A 60 ft wide snowstorm surrounds the Character for 1d4 hours every 2 days at noon.

865

Character is unable to talk around the opposite gender.

866

Any weapon the Character holds is able to talk, and is normally very eager to do so.

867

Character learns recipe of random meal, gains the ingredients to prepare it, and will not be satisfied until they make the meal in a decent kitchen.

Character is nourished by arguments. All other food makes the Character nauseous.

890

Character is a professionally bad dancer.

891

Character flips a coin to decide whether or not they should tell the truth. (Heads = truth, Tails = false)

892

Character can only read and write languages they do not know how to speak.

893

Character becomes addicted to casting the last spell they casted, and really enjoys casting it whenever they get the chance, or an excuse.

894

Character occasionally and inexplicably becomes in possession of random people's underwear.

895

At the start of every encounter the Character must succeed a DC 10 Will save or roll for a new alignment.

896

Character can sheath any type of sword in their forearm, and not be hindered in their movement.

897

Character gains a purple thumb that causes non-magical plants to whither and die.

898

As long as the Character has throwing knives, they can inexplicably pull them out of any where on their person.

899

Character fades into an existential quandary filled with angst and self-loathing. DC 10 Wisdom save, or the Character vanishes into nothingness. (If the Character survives, they will never complain about how bad things are, and will be persistently optimistic.)

900

Character suddenly feels as though they are being remembered by a future life.

901

Character gives birth to a litter of (DMs choice).

902

Character's head is removable. It will remain active, as well as the body.

903

Character gains a talking tattoo. Roll for tattoo's alignment.

904

Character is able to lick an enemy to paralyze them for 1d6 rounds. Fortitude save DC 10 + Character's level negates.

905

Everytime the Character dances, a natural disaster happens somewhere. (2% chance it happens right where the Character is)

From now on, whenever the Character meets a new person, the new person will only ever be able to dream about the Character.

912

Whatever the Character guesses will always be correct, but no one will ever believe them.

913

Character is able to be used as a great club by other characters in the same size category. Character takes half damage minus their armor bonus.

914

Character becomes a dragon in a human form with the same stats as they had before, but has forgotten how to polymorph.

915

Roll again, the effect is thrice as strong. (Thrice as fast, thrice as much, etc.)

916

It's now impossible to identify the race and gender of the Character. (May be referred to as a 'whatever')

917

Character is made of felt. (But takes all damage normally)

918

If the Character succeeds a DC 20 Wisdom save, the Character can marry any two creatures who automatically become non-violent towards each other, and produce a child hybrid.

919

Character grows 1d10 new and mysterious organs in their abdomen.

920

Any casted magic that affects the Character causes all nearby wildlife to double in size.

921

Character's singing attracts hostile creatures.

922

If the Character opens a closet, there will always be a dead body in it.

923

Character's middle name becomes "Danger".

924

Character can shoot anything with a bow that they can lift.

925

Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.

926

Whoever makes eye contact with the Character cannot help but laugh.

927

Character gains rock-star like groupies that follow them everywhere. (Large mob) If they get killed, new ones take their place. They are only capable of cheering and trampling the Character.

928

Character can plane shift once per day, and move 5 spaces before coming back to the material plane. They have a 60% chance of bringing something back with them, and a 20% chance of it being friendly.

929

Character is severely allergic to intimacy. (Symptoms include head trauma and internal bleeding)

930

Roll again, the next living thing the Character touches also receives the effect.

931

Character is physically moved to tears whenever they part with any of their money.

932

Character is abducted by aliens, probed, surgically implanted with an unknown alien device, and is put back in the same spot about 10 minutes later.

933

Beneath the Character's skin, they become entirely robotic. They take damage and die normally, and don't feel any different.

934

Whenever the Character witnesses a spell being casted, they must succeed a DC 10 Will save or roll for a new alignment.

935

If the Character breaks a window, it sucks everything through it as though the other side was a vacuum.

936

Once per day, the Character can summon a stream of 600 butterflies to swarm themself for 1d4 rounds, blinding everyone including the Character within 40 ft. until they're dispersed.

937

Character learns every recipe there is to cooking and serving the slain bodies of their enemies.

938

Character can cast a random cantrip spell at will.

939

Character adds all ranks from Move Silently to Bluff, and instead says, "You can't see me, I'm hiding." for any and all sneak attempts.

940

Character’s body turns into a medium sized minotaur. (no stat change)

941

Character becomes a dimensional rift that alternate realities can enter through.

942

Character is possessed by a demon that acts the exact same way as the Character did beforehand. The demon is detected by Detect Evil, but is the same alignment of the Character.

943

Character becomes irresistibly cute, but only while on fire.

944

Once per day, the Character can vomit freshly caught fish.

945

Character makes their own god up and worships it. (It also exists due to it being worshiped.)

946

All Gods abandoned the Character.

947

Character's consciousness visits the modern era in their dreams, by taking the body of a future incarnation.

948

Character is abducted by aliens for 1d4 days. (DMs choice of what happens)

949

Character has a 30 ft aura of a full-moon. (Affects were-creatures)

950

Character’s dreams are replaced with visions of incomprehensibly horrendous Lovecraftian horror-terrors from beyond.

951

The Aurora Borealis are always above the Character.

952

Character is a were-warforged.

953

A giant robot from the future comes back in time and stands over where the Character is standing. Character could never possibly hope to be trained in piloting it though.

954

The Character is considered dead for the duration they sleep. When they wake up, they are resurrected.

955

Character finds a notebook detailing the way they were built in a lab.

956

Instead of sleeping, the Character is under the effects of internally produced lysergic acid diethylamide for the amount of hours they would normally spend sleeping.

957

Character becomes married to the sea. If Character already has a spouse, they will kill them and become a sailor. (Doesn't leave the party)

958

Character goes up one size category. (With no Ability Score change)

959

Character can make a DC 17 Will Save to grow a fabulous and amazing mustache.

960

Any casted magic that affects the Character causes a wild surge.

961

Character can make a DC 13 Strength check to punch into the ground and pull out any type of vegetable.

962

Character's presence causes bubbles to explode. 2d4 fire damage each.

963

Character ceases to age, but will die at the end of their lifespan.

964

Whenever the Character is cold or freezing, they become undead. When they are warmed up again, they come back to life.

965

No ship can float while the Character is on board, however, they can be sailed underwater.

966

Character becomes aware of a contract they have with the mole people to defile any gardens they happen to pass by. (Farms don't count, petunia bushes do)

967

Character's long lost fraternal twin will visit the Character soon.

968

Character lays an egg (regardless of gender). (What kind is DMs choice.)

969

Character degenerates into an earlier form of their race. (No stat change)

970

Character gains a random language.

971

Character can no longer speak unless they are touching someone, and can only speak in the languages of the person they are touching.

972

Character becomes permanently drunk.

973

Character has an aura of badass-itude.

974

Character gains once per day use of a spell equal to Cha modifier. (Use modifier for DC)

975

Character gains a grog addiction, if they don't consume one once per week, they take -1 to all ability scores, increasing by one each day without grog.

976

Whatever the Character kills will come back to life as a zombie immediately. 50% of being friendly. All creatures die permanently at midnight the day they were raised.

977

Character ascends to a higher dimension, learns how to exist in this dimension, and then instantly pops back into the material plane with no memory of the event. (May have made friends, or enemies in their time)

978

Character can cast a random cantrip spell at will.

979

The name and face of everyone the Character kills is automatically tattooed to their skin when they die.

980

Tomorrow, Character will save the life of whom fate has decreed must die.

981

All of the Character's criticals and fumbles are twice as effective as they normally were.

Character's urine morphs trees into treants. They won't be happy you peed on them.

984

Character can swallow ores and defecate the refined material.

985

Roll again, the effect is thrice as strong. (Thrice as long, thrice as much, etc.)

986

Character can make a DC 10 + Animal's HD Will Save to make mundane animals fall unconscious.

987

Character reproduces by budding. (Still needs a mate)

988

Character can summon a magical gong at will and hit it for whatever reason they feel like. The gong doesn't do anything because it's a gong.

989

Character's only mode of transportation is the moon walk.

990

Character receives their diploma in Dilly-Dallying from the College of Substantial Whimsy.

991

Character has an hardcore aura. Everything they do is pretty hardcore.

992

The absolute most crazy and absurd things will happen to the party, but only when the Character isn't around.

993

Character can store normal sized ships in bottles.

994

Character is detected by any Detect spell.

995

Nothing happens. (What are the odds?)

996

The Character is aware that the next time they die, they bursts into flames destroying all flammable gear and is resurrected.

997

Character becomes best friends with an epic wizard that only ever comes around to ask for loans of money to fund their crazy ideas.

998

Character's left arm falls off, and is replaced with an incorporeal 'Karma Arm'. (If a creature has less hp than the Character has levels, the Character can make a touch attack to instantly kill the creature.)

999

Character's mind is blown. DC 30 Class Level save or their minds explode from realizing the answer to the universe. If they succeed, they gain their ranks equal to their class level in Knowledge (everything) checks.